Level Editor - Discussion / Suggestions

Discussion in 'Features' started by J Squared, May 24, 2010.

  1. Lilfut

    Lilfut Level 7: Bloober

    Nice. I'll work on categorizing the enemy colors (with your suggestions in mind), then post 'em.

    In fact, here's some, with All-Stars sprites as well:

    Goombas:
    Green Feet (Row 5) - Will change direction to pursue character
    Red Feet (Row 7) - Don't walk off ledges
    Blue Feet (Row 10) - Double health
    Light Blue Feet (Row 11) - Immune to water-based attacks
    Demonic (Row 13) - Armored
    [​IMG]

    Koopas:
    Brown (Row 1) - Never come out of shell
    Blue (Row 2) - Double health
    Dark Grey (Row 4) - Paratroopas can regenerate wings
    Dark Brown (Row 8) - Paratroopas bounce further and closer to the ground
    Grey Shell (Row 9) - Change direction to pursue character
    Golden (Row 10) - Faster and pursue
    Blue Shell (Row 11) - Faster
    Icy (Row 12) - Come out of shell faster
    Demonic (Row 13) - Armored

    Piranha Plants:
    Brown (Row 1) - Come out less often
    Blue (Row 2) - Double health
    Golden (Row 10) - Come out no matter what, even if you're on top
    Blue (Row 11) - Come out more often but have Green AI
    Demonic (Row 13) - Armored

    Hammer Bros
    Brown (Row 1) - Cannot jump
    Blue (Row 2) - Double health
    Dark Grey (Row 4) - Throw Bowser-style hammers (in stream)
    Turquoise (Row 6) - Sometimes spits Bowser fire
    Red (Row 7) - Follow you everywhere (Evil Hammer Bros.)
    Golden (Row 10) - Sometimes throws a coin instead of a hammer
    Blue (Row 11) - Throws hammers more often
    Icy (Row 12) - Hammers can bounce 3 times
    Demonic (Row 13) - Armored
     
  2. Faruga

    Faruga Level 12: Super Mod
    Patron

    I only see Goombas
     
  3. Lilfut

    Lilfut Level 7: Bloober

    Yeah, I didn't finish the others yet. Had to switch classes.
     
  4. Superjustinbros

    Superjustinbros Level 4: Buzzy Beetle


    Well done. ;) Though I'm going to have to recommend some changes to your new enemy behaviors based on hacks of SMB I've played.


    Koopas:
    Brown (Row 1) - Cannot be stomped, only melee and projectile attacks will work.
    Blue (Row 2) - Double health
    Grey (Row 3) - Never comes out of shell
    Dark Grey (Row 4) - Paratroopas can regenerate wings
    Turquoise (Row 6) - If a basic Koopa, Starts in shell, either on the ground or celling. Ground-based ones leap at the player when he/she nears, then performs like a Green Koopa in the process, ones on the celling drop but stay in their shell, and can be kicked per any shell. Turquoise Paratroopas bounce further than Green Paratroopas.
    Dark Brown (Row 8) - Paratroopas bounce not only further but also closer to the ground
    Grey Shell (Row 9) - Change direction to pursue character
    Golden (Row 10) - Faster and pursue
    Blue Shell (Row 11) - Faster
    Icy (Row 12) - Come out of shell faster
    Demonic (Row 13) - Armored


    Piranha Plants:
    Brown (Row 1) - Comes out no matter what in only two frames (very fast), descends back into pipe at normal speed.
    Blue (Row 2) - Double health
    Grey (Row 3) - Come out less often
    Golden (Row 10) - Come out no matter what, even if you're on top
    Blue (Row 11) - Come out more often but have Green AI
    Demonic (Row 13) - Armored

    Hammer Bros
    Brown (Row 1) - Cannot jump
    Blue (Row 2) - Double health
    Grey (Row 3) - Hammers can bounce 3 times
    Dark Grey (Row 4) - Throw Bowser-style hammers (in stream)
    Turquoise (Row 6) - Sometimes spits Bowser fire
    Red (Row 7) - Spits fireballs
    Dark Brown (Row 8) - Follows you everywhere, alike later levels of Lost Levels.
    Golden (Row 10) - Sometimes throws a coin instead of a hammer
    Blue (Row 11) - Throws hammers more often
    Icy (Row 12) - Throws ice balls
    Demonic (Row 13) - Armored

    P.S. Good sprites. ;)

    EDIT: Added the flag sprite for underwater levels. Dunno how I missed it the first time.
    [​IMG]
    I was also playing another hack of SMB, and I got the idea of being able to change the speed of fire bars and certain other obstacles.
     
  5. Lilfut

    Lilfut Level 7: Bloober

    I really think brown should mean "weakened" across the board. Your alternate ideas are good, but you should move them to a different color. Also, I think only 1 grey palette swap per enemy should be used, otherwise it might get confusing ("Is that Koopa grey or dark grey?")

    Also, the problem with having Icy Hammer Bros throw ice balls is that that would require making an entirely new object. That said, I just had the idea to make blue ones fire Mega Buster shots. In fact, I think all the Hammer Bro swaps should just use different Mega Man/Ryu/Simon/etc. weapons, or other projectiles/obstacles (FIRE BAR SWORD.)

    Also, you should be able to use one of the Buzzy Beetle swaps as a moving platform.
     
    Nitron_ZX likes this.
  6. Superjustinbros

    Superjustinbros Level 4: Buzzy Beetle

    I see your point. The reason I made the colors what I did was to stay true to their incarnations in the ROM hacks that featured them in those colors. The hacks Elegance and Paper Sai had the brown Koopas, but here I chose their AI from Paper Sai. Extra Mario Bros had the turquoise Koopas that started in their shells.

    In terms of the custom objects sheet that I showed on page 6 of this thread (the one with the "!" blocks), everything you'd find there (aside from the Great Giana Sisters boulders) was from a hack (this one demonstrates the bouncy blocks, auto-scrolling, and the slider blocks, both Extra Mario Bros. and Switch demonstrate two variations of the ! blocks). Your idea of the Buzzy Beetle-as-a-platform does allude to the "shelled Goomba" that also appears in Extra Mario Bros, but you stand on it rather than continuously bounce on it.

    The hacks also have many more things that could work well in SMBC if executed properly. But going back to enemy properties, I'd like to see what you've come up with in terms of other enemies. I was thinking you could ride grey Bullet BIlls and green Spinies couldn't go off ledges.
     
  7. Lilfut

    Lilfut Level 7: Bloober

    I haven't actually come up with anything yet. I'll just post ideas for enemy modification without specifying colors to make things easier, though.

    In fact, here:
    Lakitus
    Have breaks of only a few seconds between tossing spinies
    Will only toss spinies behind player (Brown)
    Toss Spike Tops

    Spinies
    Won't walk off ledges
    Change direction to follow player
    Walk on ceiling
    Have no egg stage, immediately begin moving after being thrown.

    Buzzy Beetles
    Can be used as platforms
    Follow player
    Will walk off ledges (Earthy brown, row 8)

    Spike Tops
    Walk around platforms, SMW-style (Red)
    Follow player
    Will walk off ledges (Earthy brown)

    Bullet Bills
    Can be used as platforms
    Change vertical position to home in on player
    Unarmored (Earthy brown)

    Podoboos
    Faster
    Slower (Brown)

    Sidesteppers
    Do not speed up when angry (Brown)
    Move at "angry" speed normally, speed up even further when hit.

    Icicles
    Do not fall, act as stationary obstacles (Earthy brown)
     
  8. Superjustinbros

    Superjustinbros Level 4: Buzzy Beetle

    Off to a good start.


    Lakitus
    Brown (Row 1) -Will only toss Brown Spinies behind player
    Turquoise (Row 6) - Tosses Dark Brown Spike Tops
    Red (Row 7) - Tosses green Spinies
    Dark Brown (Row 8) Tosses normal Spike Tops
    Grey-Yellow (Row 9) - Have breaks of only a few seconds between tossing Spinies.
    Golden (Row 10) - Tosses Golden Spinies
    Blue (Row 11) - Faster movement speed, tosses Blue Spines
    Demonic (Row 13) - Armored

    Spinies
    Brown (Row 1) - Slower
    Green (Row 5) - Won't walk off ledges
    Turquoise (Row 6) - Walks on cellings
    Grey-Yellow (Row 9) - Change direction to follow player
    Golden (Row 10) - The instant the egg it spawns from arcs downward, it "hatches" and begins moving in mid-air.
    Blue (Row 11) - Faster
    Icy (Row 12) - Faster, Does not walk of ledges

    Buzzy Beetles
    Brown (Row 1) - Normal Color, Walks off ledges
    Turquoise (Row 6) - Can be used as platforms
    Dark Brown (Row 8) - Does not walk off ledges
    Grey-Yellow (Row 9) - Change direction to follow player
    Blue (Row 11) - Faster
    Icy (Row 12) - Faster, Does not walk of ledges


    Spike Tops
    Brown (Row 1) - Normal Color, Walks off ledges
    Red (Row 7) - Walk around platforms, SMW-style
    Dark Brown (Row 8) - Does not walk off ledges
    Grey-Yellow (Row 9) - Change direction to follow player
    Blue (Row 11) - Faster
    Icy (Row 12) - Faster, Does not walk of ledges

    Bullet Bills
    Teal (Row 2) - Unarmored
    Green (Row 5) - Can be used as platforms and ridden.
    Red (Row 7) - Change vertical position to home in on player
    Golden (Row 10) - The launcher it originates from shoots more often.
    Blue (Row 11) - Faster
    Icy (Row 12) - Comes out even when player stands next to it's launcher.
    Demonic (Row 13) - Moves alike a Missile Bill in SMB3.

    Podoboos
    Brown (Row 1) - Slower
    Teal (Row 2) - Can be stomped
    Green (Row 5) - Faster, Can be stomped
    Golden (Row 10) - Jumps out more often
    Blue (Row 11) - Faster


    Sidesteppers
    Brown (Row 1) - Does not speed up when angry
    Red (Row 7) - Does not walk off ledges
    Blue (Row 11) - Move at "angry" speed normally, speed up even further when hit.
    Icy (Row 12) - Faster, Does not walk of ledges
    Demonic (Row 13) - Normal Color

    Fighter Flies
    Brown (Row 1) - Slower
    Teal (Row 2) - Hops further
    Green (Row 5) - Normal Color
    Red (Row 7) - Hops higher
    Dark Brown (Row 8) - Cannot be stomped
    Blue (Row 11) - Faster
    Demonic (Row 13) - Armored.

    Firebug/Trouble Bug/Fireball
    Brown (Row 1) - Slower
    Teal (Row 2) - Slower, can be shot with projectile.
    Green (Row 5) - Won't move off ledges
    Turgouise (Row 6) - Won't move off ledges, can be shot with projectile
    Red (Row 7) - Normal Color
    Grey-Yellow (Row 9) - Faster, Can be shot with projectile
    Blue (Row 11) - Faster
    Icy (Row 12) - Faster, Does not walk of ledges

    Icicles
    Brown (Row 1) - Never falls, just an obstacle.
    Teal (Row 2) - Regenerates after falling.
    Grey-Yellow (Row 9) - Three second delay before falling.
    Blue (Row 11) - Falls faster
    Icy (Row 12) - Normall color, falls a second after it appears on screen.
     
    Lilfut likes this.
  9. Lilfut

    Lilfut Level 7: Bloober

    Nice, though I still think unarmored Buzzy Beetles and Spike Tops should be involved somehow.
     
  10. Superjustinbros

    Superjustinbros Level 4: Buzzy Beetle

    Well Koopas and Spinies are sort of an unarmored counterpart to Buzzy Beetles and Spike Tops respectively, but I suppose teal (Row 2) could be used for unarmored Buzzy Beetles and Spike Tops.
     
  11. Lilfut

    Lilfut Level 7: Bloober

    I think it's more useful for Buzzies, since Samus and Simon would have to duck to attack them.
     
  12. French rocks

    French rocks Level -1: Banned

    Sorry if i'm getting a bit out of the subject right now...
    But here there are some facts that I judge important for the level editor project:

    I think that for a level there would be two options for character choosing of the levels: any character or a specific character;
    Also, we could choose the theme that plays in the level (the ones for characters in SMBC);
    In the level select section, we could class the levels by the name of the level, rankings, playable character (see upwards), the name of the one who made it, and difficulty (which would be added);
    By pressing espace, there would be an option that would let you exit the level, and than go back to the levels page;
    To post a level, you would have to be able to clear it, and than you'il choose the name you want to give it, than the theme you want to give it, and than post it.
     
    uglyrodent likes this.
  13. uglyrodent

    uglyrodent Level 9: Spike Top

    Do you mean we pick the actual song? Or that we pick the kind of song (daytime, nighttime, water, etc.) and the game fills in the appropriate song based on your settings? I think the latter would work far better.
    Why would we need difficulty? How would we even gauge that?
    I don't think we need a new button; there's already "Quit Game" on the normal menu that does the same thing.
     
  14. French rocks

    French rocks Level -1: Banned

    I did'nt wanted to mean with a new button, I wanted to mean a new option for the menu, or make Quit Game go to the level selection back again.
     
  15. Lilfut

    Lilfut Level 7: Bloober

    I think both specific music and style should be options, music-wise. Maybe even have some editor-exclusive tunes?
     
    uglyrodent likes this.
  16. Superjustinbros

    Superjustinbros Level 4: Buzzy Beetle

    If you guys want any tunes that could work well for the NES, I could supply my "Mario Hack Series Recordings", which has many custom tracks I recorded from hacks of SMB. I got others, but I've been too lazy to crop them so they loop properly.

    Though they're in .mp3 format, so I'm not sure if they could be put to good use.
     
    Lilfut likes this.
  17. Lilfut

    Lilfut Level 7: Bloober

    Provide the mp3's here, and then give the names of the games. The game uses NSFs, so it would be a matter of tracking down the hacks and extracting the files.
     
  18. Superjustinbros

    Superjustinbros Level 4: Buzzy Beetle

  19. Lilfut

    Lilfut Level 7: Bloober

    Uh, you probably shouldn't post ROMs...
     
  20. Omicron

    Omicron Level 9: Spike Top

    Don't worry about rom links, as long as they are not hosted here there is no problem.
     
    aliceandsven likes this.

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